What are some of the starter scenarios?

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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PEWPEW
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Joined: Sat Nov 05, 2011 7:39 pm

What are some of the starter scenarios?

Post by PEWPEW »

I'm really trying to get into WitE though I don't really know where to start. I see that the road to Leningrad is one that is highly recommended, but what are some other easy to manage scenarios afterwards?
SigUp
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RE: What are some of the starter scenarios?

Post by SigUp »

Yes, Road to Leningrad is perhaps the best starter scenario. All in all, every single one of the "Road to" scenarios are pretty good for beginners. Although Road to Dnepropetrovsk may be slightly challenging due to the tough beginning with those Soviet armoured reserves being around. After those, the rest of the smaller scenearios can be pretty good. If you need more of them, you can buy the scenario packs Don to Danube and Lost Battles.
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loki100
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RE: What are some of the starter scenarios?

Post by loki100 »

I'd agree that ... Leningrad is the best to start with. There are relatively few units and the objective is clear. Its probably unbalanced, in that a competent German player will tend to win, but no harm as its best treated as a learning exercise.

Smolensk, is another good one, short enough for a replay, but a much larger force pool on both sides.

The longer of the two road to ... for the Ukraine is good as well (can't remember which it was), in a PBEM it came down to an epic kessel at Kharkov in an attempt to hold that city for a turn.

The original Typhoon is essential. It will teach you about mud/snow and the blizzard phase in a safe environment. I think the new scenario with the latest expansion is even better in scope and time period.

Of the 42 scenarios, I found Kharkov a bit disappointing (too much mud) but Blau and Mars in different ways are good fun. Thats as far as I've got through the scenario lists.
PEWPEW
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RE: What are some of the starter scenarios?

Post by PEWPEW »

Out of the two scenario packs, which ones are good starter ones?
carlkay58
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RE: What are some of the starter scenarios?

Post by carlkay58 »

Any of the shorter scenarios - look for the ones with 10 or less turns. I would play the "Road to" scenarios first to get a good feel for the game - play as the Axis in those first and then try one of the longer ones (Leningrad is probably the best) to try as the Soviets. That will give you a good feel on both sides in 1941.
PEWPEW
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RE: What are some of the starter scenarios?

Post by PEWPEW »

Just finished Road To Leningrad, Easy Victory, now working on Road to Smolensk. Is there something wrong with my FBD units or are they restricted to repairing railroads in a certain zone? I'd prefer to just stack both on top of the brest- minsk - orel route but for one or the other won't ever repair.
Gabriel B.
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RE: What are some of the starter scenarios?

Post by Gabriel B. »

Not restricted to a certain zone but restricted to distance from a working railhead .

it is bigger in the baltic rail area and the repair cost smaller .

The route I tend to use is : Kaunas, Vilnius, Dauvgapils, than one fdb rapairs the track to Pskov and the other to Smolensk via Vitebsk.

once the rail reaches pskov the second fdb is transfered by rail to smolensk.

my advice is to leapfrogg them .

fdb 1 repairs one hex than moves two hexes foward bypasing fdb 2.
fdb 2 repairs one hex than moves two hexes foward bypasing fdb 1.

At the end of the turn you would still have movement points remaining but no rail repail capacity, so you need to increse the distance between them, at two or three hexes.

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